- Jun 20, 2015
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DarkGod authored
Roguelike mode characters can now enter the Eidolon plane by a special exploratory farportal event, thus making Utterly Destroyed achievement possible even in Roguelike mode
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DarkGod authored
New string.prefix and string.suffix functions Deus Ex Machina achievement altered and now possible to get
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- Jun 18, 2015
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Hachem_Muche authored
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Hachem_Muche authored
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- Jun 17, 2015
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DarkGod authored
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- Jun 16, 2015
- Jun 12, 2015
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Hachem_Muche authored
More active object settings cleanup.
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- Jun 11, 2015
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DarkGod authored
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- Jun 10, 2015
- Jun 08, 2015
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Alex Ksandra authored
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HousePet authored
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- Jun 04, 2015
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stuntofthelitter authored
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- Jun 02, 2015
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DarkGod authored
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- May 30, 2015
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HousePet authored
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HousePet authored
Tweaks Skeletons, Vampires and Wights to improve the spread of spawns across levels. Makes Wights a little more different to themselves. Adds a degenerated skeleton archer and skeleton magus which might need new icons. Should reduce the instances of nasty skeletons appearing too early.
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- May 28, 2015
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HousePet authored
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- May 27, 2015
- May 02, 2015
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Hachem_Muche authored
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Hachem_Muche authored
Corrected tactical tables for talents used by artifacts. Draebor is even more annoying.
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- Apr 29, 2015
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Hachem_Muche authored
Fixed targetting bugs in Retch and Stone Wall.
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- Apr 28, 2015
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Alex Ksandra authored
Better error messages, check for nonzero ammo (so NPCs won't try to shoot while being low on arrows).
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- Apr 24, 2015
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Hachem_Muche authored
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Hachem_Muche authored
Move object use data cleanup to action. Protected function calls for talent code.
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- Apr 22, 2015
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Hachem_Muche authored
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- Apr 21, 2015
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Alex Ksandra authored
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Alex Ksandra authored
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Hachem_Muche authored
Fix bug in confirmation dialog. Added cycle_time function (pseudo-cooldown) for auto-use check. no_npc_use and allow_npc_use fields in object use_power/Use_talent definitions can be a function(obj, who). Updated charm talent resolver.
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- Apr 20, 2015
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Hachem_Muche authored
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Hachem_Muche authored
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Hachem_Muche authored
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Hachem_Muche authored
Object use talent IDs are remembered for previously equipped objects if possible. (facilitates hotkey settings) Added support for automatic use of object use talents via the Talent Use menu. Added support for ai_talents weights (remembered by reference to individual objects) via party-control interface.
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- Apr 16, 2015
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DarkGod authored
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- Apr 15, 2015
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Nagyhal authored
This was caused by the lack of a "radius" attribute. Which tactical.lua makes good use of the talent's "target" value, for the initial range check it ignores this and uses the sum of getTalentRadius and getTalentRange. So, while Biting Gale had a perfectly good target table, because the radius was not stored in a separate radius value the AI was assuming it to have a range of 0 and thus never using it. I've searched through the entire code base, and not found any other cases exactly like this. I have, however, found a few which could be mildly improved. I'll consider uploading a bundle of such fixes later.
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